[QUOTE=AlienCat;33356180]No, I do not think I want to play this, now I have answered on the header and I am will read the first post now.
Oh okey a turnbased game... It look cool but I am not a big fan of turn based games.[/QUOTE]
I believe a few posts up he said he will not make it a turn based game.
[QUOTE=BloodFox1222;33360880]I believe a few posts up he said he will not make it a turn based game.[/QUOTE]
Yep
A reset button would be amazing, I've gotten tired of having to exit the game completely to restart it.
I need a good name for this. Any suggestions ?
So you will have armies, castles, destruction, castle building, melee fight etc ...
Age of Chivalry: now with physics
j/k
"Stronghold Offensive: a 3D Physics based castle game!"
Name proposition: Antioch
3d rampart? yes.
Okay here is another release. Not much in term of gameplay, but you have npc. Tell me if the framerates are ok (they tend to drop when too much npc dies at the same time).
To kill an enemy npc have to actually really hit them with their weapons, (they have hp so they die after several hits). I will implement blocking (with weapons and shields) since the weapons are physical objects it shouldn't be too hard to do. You will have archers too (sticking arrows??!!).
npc keeps attacking after the fight has engaged so they don't get stuck in dead bodies.
[IMG]http://img6.imageshack.us/img6/2674/sanstitreazn.png[/IMG]
[URL="https://sites.google.com/site/thomaskurzanski/galaxies-of-empires/CastleConquestRelease5.zip?attredirects=0&d=1"]RELEASE 5[/URL]
The dual-monitor bug still isn't fixed.
[QUOTE=Wiiunite;33450859]The dual-monitor bug still isn't fixed.[/QUOTE]
Okay. I don't really know how to fix it, I would need a dual monitor to test some random attempts to fix it.
New one lags like fuck.
Mouse is too fast and goes off the window sometimes.
Otherwise, awesome.
[QUOTE=Ickylevel;33450166]Okay here is another release. Not much in term of gameplay, but you have npc. Tell me if the framerates are ok (they tend to drop when too much npc dies at the same time).
To kill an enemy npc have to actually really hit them with their weapons, (they have hp so they die after several hits). I will implement blocking (with weapons and shields) since the weapons are physical objects it shouldn't be too hard to do. You will have archers too (sticking arrows??!!).
npc keeps attacking after the fight has engaged so they don't get stuck in dead bodies.
[IMG]http://img6.imageshack.us/img6/2674/sanstitreazn.png[/IMG]
[URL="https://sites.google.com/site/thomaskurzanski/galaxies-of-empires/CastleConquestRelease5.zip?attredirects=0&d=1"]RELEASE 5[/URL][/QUOTE]
can you please not use the generic blocky men? it sort of looks like the minecraft guy with 1 extra joint on the limbs (inb4 oh there are other blocky games)
New version released
[IMG]http://img9.imageshack.us/img9/8250/sanstitredtw.png[/IMG]
You can now select any unit and control it (left and right mouse).
Shield introduced. It blocks incoming attacks (but the attack animation carry on because it was too confusing).
You can create units with the editor (use space and control).
Better AI for npcs.
[URL="https://sites.google.com/site/thomaskurzanski/galaxies-of-empires/CastleConquestRelease6.zip?attredirects=0&d=1"]VERSION 6 !!! It start looking like an actual game[/URL]
[editline]27th November 2011[/editline]
Ok the projectile thing is now bugged you cannot throw projectiles anymore, but this version is about npc anyway, it will be fixed in next week's release.
[QUOTE=Ickylevel;33467700]New version released
[IMG]http://img9.imageshack.us/img9/8250/sanstitredtw.png[/IMG]
You can now select any unit and control it (left and right mouse).
Shield introduced. It blocks incoming attacks (but the attack animation carry on because it was too confusing).
You can create units with the editor (use space and control).
Better AI for npcs.
[URL="https://sites.google.com/site/thomaskurzanski/galaxies-of-empires/CastleConquestRelease6.zip?attredirects=0&d=1"]VERSION 6 !!! It start looking like an actual game[/URL]
[editline]27th November 2011[/editline]
Ok the projectile thing is now bugged you cannot throw projectiles anymore, but this version is about npc anyway, it will be fixed in next week's release.[/QUOTE]
Been following and looking forward to the next release.
I have always wanted a game that has good distruction like this.
Now do it with voxels
[QUOTE=suppertime;33484856]Now do it with voxels[/QUOTE]
these half-voxels and other geometric shapes are different.
[QUOTE=suppertime;33484856]Now do it with voxels[/QUOTE]
YOU do it.
Can you reupload a previous version? would like to be able to fire/throw/push projectiles.
I knew this was made in Unity as soon as I saw the screenshot. I tried making a game like this once and it looked very similar.
Looks like you've progressed a lot farther though and it looks really fun.
[QUOTE=suppertime;33484856]Now do it with voxels[/QUOTE]
This would be better
I don't get why voxels=better.
[QUOTE=suppertime;33499647]This would be better[/QUOTE]
It would be better, but I just can't. It needs to be implemented well. Sure the idea is cool but I need to get something done, I must not be too ambitious.
Yeah, but why would it be better than the current implementation?
Each pixel would be destructible, and the game would have a better artistic direction. Like this voxel game for the ps3. But the engine needs to be made from scratch. Here I'm using unity.
Pretty fucking awesome. Though it's kind of boring, I can't do anything but place blocks and order men to attack a tower that they can't breach.
[QUOTE=PvtVain;33508048]Pretty fucking awesome. Though it's kind of boring, I can't do anything but place blocks and order men to attack a tower that they can't breach.[/QUOTE]
Patience... Patience.
[QUOTE=Ickylevel;33512176]Patience... Patience.[/QUOTE]
Well, It says you can push things, when that's a lie. I can't.
Personally I think next step is implement a UI feature and rigorous bounding.
Protip: To push shit switch to block mode then scroll through your tools until it goes blank. Left click = send the grey blocks flying.
Having a UI tell the user what tool they have equipped and what the previous/next tool is.
Bounding because if you scroll past the tools you end up having to scroll all the way back.
[editline]30th November 2011[/editline]
Also I wish you could control the men from a first person perspective because the whole right click somewhere to walk, right click to attack, doesn't really work well.
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